Synergistic creatures-only super ramp deck which takes advantage of the type-specific huge mana produced by Somberwald Sage and Grand Architect to ramp into otherwise unfeasible fatties. The deck uses a hexproof subtheme (Kira, Great Glass-Spinner, Spellskite, and Glen Elendra Archmage sort of) to protect tutorable matchup-specific game-enders (Sower of Temptation, Platinum Angel Platinum Emperion, Wurmcoil Engine, also the fragile ramp creatures).
Single Card Discussion
Glen Elendra Archmage is probably the best card in the deck. She simply wins the game (e.g. vs. Storm and Tron), especially if we resolve her turn 3 with mana open using Somberwald Sage. She also counts as copies 7-10 of Spellskite to protect our creatures.
Grand Architect is highly synergistic, powering out Spellskite the turn he's played. Then Treasure Mage can search and pay for a turn 3 Wurmcoil Engine (you need to paint Spellskite blue to have enough mana) or a turn 4 Platinum Angel or Sundering Titan. Obviously none of these pieces are necessary; Just Grand Architect plus any blue creature are enough to pay for a 9 mana artifact on turn 4. While Grand Architect seems to synergize with the 4 mana blue creatures (making them bigger and tap for mana), it's actually the biggest nonbo in the deck because if we wait until turn 4 to play Glen Elendra Archmage with mana open, we can't put down a fatty until turn 5.
Somberwald Sage seems out of place here, but because all our huge artifacts are also creatures, she just acts Grand Architect copies 4-7. She's actually more consistent than Architect, being able to cast all of our cards.
Kira, Great Glass-Spinner and Spellskite are great individually but even stronger together. When they're both in play, it would take 4 removal spells to kill any creature other than Spellskite. And even if they do, the Kira shield goes back up next turn. The wombo combo is having both in play along with Shapers' Sanctuary from the sideboard, letting us to draw 4 cards every time your opponent kills one creature.
Treasure Mage enables nut draws with Grand Architect by playing any fatty of our choice by turn 3 or 4. Treasure Mage actually costs 1 mana, making him the cheapest tutor in any format.
Lead the Stampede is just nuts here, drawing 2.8 creatures average (that's even better than drawing 3 cards)!
Platinum Angel simply can't be answered many matchups, especially if we back her up with any of 10 protection creatures. Her only weakness is that Storm and Titan Shift happen to be top decks which can both destroy her through any number of Kiras and Spellskites.
In games where we land Platinum Angel, we often have no means to win through fliers and give our opponent lots of turns to find answers. Memnarch lets us quickly end the game at that point. Memnarch also works extremely well when our opponent believes they can ultimate a PW, and the best card vs. Lantern.
Panglacial Wurm turns all fetchlands, Field of Ruins, and Treasure Mages into "cast a 9/5 flash, trample creature". Surprise!
Academy Ruins means we'll never run out of Sundering Titans. No matter how many counterspells, we'll eventually get there.